Fundamentally, artillery just does too much damage, regardless of how good you are. A bad player can still deal massive damage in artillery because the mechanic is basically point, click and hope RNG is favorable. It takes a great deal of difficulty to skillfully play a fragile medium tank and deal massive damage with a DPS gun that is reliant on you staying alive for a prolonged period of time. It takes very little skill to sit in the rear and get a favorable RNG role, killing said good player because he got lit despite his best effort, or had to take a calculated risk. Obviously arty factors into said risk (e.g. chance of getting nuked while moving into a new position), but due to the randomness of artillery (which Ech did a great job of explaining through complicated maths), it's difficult to access how likely you are of getting killed. When my enemy has bad artillery players I tend to play a little bit more aggressively if necessary, whereas I would have been more conservative had the enemy had good artillery players. Generally that formula pays off, but you still run into those situations where out of nowhere you find that half your HP is gone due to an ARMED GW Tiger.